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BATMAN: GOTHAM CITY CHRONICLES BATMAN: GOTHAM CITY CHRONICLES BATMAN: GOTHAM CITY CHRONICLES

Solo Rules Solo Rules Solo Rules


• Set up the Mission as detailed in the Mission Rules DEFEND HERO OBJECTIVE
VILLAIN’S TURN 2 Activate Villain Tile #2 • The character moves towards the closest hero objective (an
• The following changes are made to the Villain’s Turn objective the heroes must reach to win the Mission)
• Draw a card from the Villain (AI) Solo deck in Upkeep Phase. RULES FOR BREAKING TIES: when targeting Heroes & Objectives • If the character is unable to reach a hero objective they move
• The card drawn has a no. that corresponds to the Villain tile(s) 1. Use the key phrase on the Solo card (e.g. Fewest Wounds) as close to it as possible. If 2+ objectives are equidistant use
in the River . for Melee, Ranged or Advance or fewest allies present for Rules for Breaking Ties above .
• Activate Villain tiles starting from the top left of the card. Defend hero Objective, or fewest heroes present for • If the character is located on a hero objective do not move. If
• If the Solo card has the Leader symbol, activate all Villain tiles Advance Villain Objective. 1+ heroes are present or in LOS of objective and character is
with that symbol starting with the lowest number on the 2. Lowest numbered hero in the Mission Rules if applicable or located at, or has moved to the objective then perform an
River. If there are no leaders or the leader has been break ties randomly if not. attack action if able.
neutralised discard and draw a new Solo card. • If there are no hero objectives in the Mission. Ignore this icon
• Each Solo card has 3 icons next to the Villain tile number. The MOVE CHARACTERS (MOVE) and attempt to resolve the next icon.
AI will attempt to fully resolve one of these icons for each • When moving a character always calculate and take the ADVANCE VILLAIN OBJECTIVE
activated character. shortest route in terms of move points spent even if that • First, assess whether the character selected can perform
• Starting from the top left space on the board & going in means traversing difficult or dangerous terrain, moving Thought/Manipulation/Action on a Villain objective. If they
reading order (left to right, top to bottom) activate characters through heroes, or performing a climb or jump. cannot, or there are no Villain objectives then ignore this icon
shown on the Villain tile. • Characters will not perform falls. and attempt to resolve the next icon.
• Attempt to resolve the left most icon on the Solo card. If the • If a character could reach its target by spend 1 energy cube, • If the character can perform Thought/Manipulation or Action
AI is unable to resolve the first icon move to the next icon in spend 1 cube & no more to move one additional space if able. on a Villain Objective, move towards the closest Villain
the row and attempt to resolve it. Continue until either 1 icon • objective of a type the character can affect. Use Rules for
is fully resolved or the AI has failed to resolve any one of the 3 MELEE ATTACK Breaking Ties above if multiple equidistant objectives
icons shown. End the activation for that character, activate • Move towards the closest hero & perform a Melee Attack. If DEFENCE ROLLS & REROLLS
the next character. 2+ heroes are equidistant see rules for Breaking ties above. • The AI will only reroll blank die results, and will only perform
EVENTS 3 • If the character is already in the same space as a hero do not one paid reroll per character activation. AI will always use free
• If an Event is triggered use the number shown in the bottom move, perform a Melee Attack. rerolls to reroll blank die results.
left of the Solo card to decide which option to select from the • If the character does not have a Melee attack or cannot reach • The AI will choose to reroll dice in the following order of
Mission Rules. a hero with their Move ignore this icon and attempt to resolve increasing preference: White, Yellow, Orange, Red, Black.
• If the number corresponds to an option in the Mission Rules the next icon. • The AI will perform a defence roll if gaining 1 or more
select that option. However, if that option is not available or RANGED ATTACK successes would prevent the character from being defeated.
cannot be resolved, then refer to the arrow next to the icon. If • If the character does not have LOS over a hero, move the If 2+ successes would be required do not make a defence roll.
it is a down arrow select the next lowest option. If it is an up character the shortest possible distance to gain LOS. I • If a character with life points would be damaged by an attack
arrow select Option 1. • f the character already has LOS over 1+ heroes at activation do always make a defence roll subject to the above rules.
REINFORCEMENTS not move. DREDGING THE RIVER DREDGE
• Starting at the top left of the board and continuing in reading • If character has LOS over 2+ heroes before or after moving • If the Solo card indicates 1+ Villain tiles that has been
order each Reinforcement Space is given a sequential number use Rules for Breaking Ties above. neutralised refer to the bottom of the card, if the keyword
starting from 1. Flip the next Solo card & use the number in • If the character does not have Ranged Attack or cannot obtain “DREDGE” is present then dredge the river spending 2 cubes
the bottom left of the Solo card to select a Reinforcement LOS over any hero by moving, ignore this icon and attempt to to remove the Villain tile(s).
space. If the space is not available (e.g due to over occupancy) resolve the next icon. • Then activate the Tile(s) that now occupies the dredged slot(s)
if the AI has sufficient energy cubes.
use the arrow next to the icon to decide whether to use the
VILLAINS WITH MULTIPLE ATTACKS
1
next lower or higher space. If there are no higher options ADVANCE ON HEROES
select Option 1. • Move the character towards the closest hero, use the Rules • If the Villain has more than 1 attack refer to the “Burst” icon in
• When selecting which character from the pool to reinforce for Breaking Ties above and perform a ranged attack or melee the centre right of the Solo card, select attack 1 or 2 as
always select the character with the most life points, if tied attack if able. The ranged attack can be made on any hero indicated.
then select the character with the lowest numbered position with which the character has LOS. Always move the character • If performing Action that allows either a melee or a Ranged
in the River (#1 being the best and #7 the worst). its full movement towards the closest hero and then perform attack & the character is capable of making both attacks then
HEROES & ALLIES an attack if able. use the Solo card to decide which to use.
• Any rule using the word hero also refers to GCPD, SWAT, By- DIFFICULTY – HARD MODE
standers, citizens & all other ally units on the hero side. • The AI does not pay energy cubes to activate Villain tiles.
GOLDEN RULE • The AI Dredges the River for zero energy.
• If you are required to place an item or token on behalf of the • Villain characters always fall rather than climb down, and
AI then place it in the most disadvantageous position for the • Villain characters are not damaged in dangerous terrain or by
player. falls.
Gotham City Chronicles: Solo Rules Summary Action Sheets
ADVANCE ON DEFEND HERO ADVANCE VILLAIN
Draw Solo card MELEE ATTACK RANGE ATTACK
HEROES OBJECTIVE OBJECTIVE

Activate 1st tile Are1+ heroes in Does the character Can the character Can the character
movement range or have or can they Identify closest hero
indicated on Solo reach a hero reach and activate a
on character’s gain LOS over 1+ to character
card objective? Villain objective?
space? heroes by moving?

No. No.
Starting top left of No. Are 2 or more heroes
No. Attempt Attempt
board, going in Attempt equidistant to
Attempt to resolve to resolve
reading order to resolve character?
to resolve next icon next icon
activate 1st next icon
available character next icon
Yes. Are 2+ heroes at No. Move Are 2 or more hero Are 2 or more Villain
same range? Yes. Move shortest towards
distance to gain LOS. objectives objectives
closest hero equidistant to equidistant from the
Attempt to resolve
& perform character? character?
1st icon on Solo card.
No. Move Ranged or
towards Does the character Melee attack
closest hero have LOS over 2 or if able No. Move to
and more heroes? No. Move to
closest hero
If unable to resolve perform closest Villain
Yes. Break the tie objective.
1st icon move on to Melee objective.
using the Solo card Attack hero if
2nd & then 3rd attack using No. Perform Attempt to
key phrase present at
Reach Skill Ranged advance
objective
if applicable Attack on objective
(Break ties if
Select next hero 2+ heroes
character on board present)
Yes. Break the tie use If this does not Yes. Break the tie
and attempt to
the Solo card key break the tie use the choose the Villain
resolve 1st icon on Yes. Break the tie use
phrase order of Heroes in objective with the
Solo card the Solo card key Yes. Break the tie
the Mission rules fewest heroes
phrase choose the hero
present.
objective with the
If unable to resolve fewest allies
If this does not Move towards present.
1st icon move on to If this does not
break the tie use the selected hero & If this does not
2nd & then 3rd break the tie use the
order of Heroes in perform Ranged or break the tie then
the Mission rules order of Heroes in
the Mission rules Melee attack if able break the tie
If this does not
randomly
Continue until all break the tie then
characters on Villain break the tie
tile have been Move to selected Perform ranged randomly
activated hero space and attack on selected Move to Villain
perform Melee hero objective. Attempt
attack using Reach to advance objective
Move to hero
skill if applicable
If there are 2 objective. Attack
instructions on the hero if present at
Solo card resolve the objective (Break
2nd instruction ties if 2+ heroes
present)
Mission Hero Objective Hero Objective Villain Objective Villain Objective Comments
#1 #2 #1 #2
To Sink a City Bomb Computer Bomb Computer

Deadly Infection Safe/Chest Drums of Doctor Death Laboratory


miniature Death
A Series of Mutations Jammers N/A Jammers N/A Perform Flowering if possible replacing character
furthest along the River (#7) . If tied replace
character closest to a hero then use Break ties
(Melee).
An Icy Welcome Explosive N/A Cryogenic Place cryogenic tokens adjacent to explosive
charge Device charges.
Plant Invasion Carnivorous N/A N/A N/A Perform Call of Nature when Poison Ivy is
Plant activated and does not have a plant in her area, in
addition to her normal activation.
Good Cops/Bad Cops Clayface / SWAT Bystander Computer
Blackmask
Year 100 Safe Briefcase Call Central Deploy Drone Laboratory is Hero Objective #3

Deadly Riddles Hostage Riddle Computer Simple Riddle


(Riddler only)
A Sad Celebration Computer Command Post

The Postman always Sample Laboratory Laboratory –


rings twice Make Haste
Major Gas Madness Scarecrow Computer Ventilation Unit Safe is Hero Objective #3

The Purge Computer Inactive Computer –


Reinforce token Contact
Reinforce
Suicide Escape Jammer Red die Reinforcement – follow normal
Reinforcement rules.
Biological Scourge Ra’s Al Ghul / Hazmat Thugs Spread Infection Rat Tokens are Hero Objective #3
Ratcatcher (Ratcatcher /
Hazmat Thugs)
Mission Hero Objective Hero Objective Villain Objective Villain Objective Comments
#1 #2 #1 #2
Panic at the Court Command Post Bombs N/A N/A

Like Father, Like Transport Bomb Computer (relay Reinforce


Daughter Vehicle formula) tokens (Unlock
doors)
Caught in a Spyral Command Panel Computer Truck (Repairs)

Bad time to be a cop Computers Computers

A Bloody Transaction Computers Computers Once either side has activated a computer ignore
all future and symbols

Silence Citizen Computers Computers Unmasked is mandatory if requirements are met.

A Golden Opportunity Computers Computers

Explosive Surprise Toy boxes Lay a Trap When advancing the Villain objective (Lay a Trap)
place adjacent to a Toy Box.
A Cowardly Act Bat family token Computers Poison Ivy is Hero objective #3.

Home Search Evidence token Evidence token


MOST WOUNDS MOST FATIGUE LOWEST RESERVE FEWEST WOUNDS LEAST FATIGUE HIGHEST RESERVE

1 2 1 3 3 2
2 2 3 2 1 1
MELEE 1 MELEE 2 MELEE 1 RANGE 1 MELEE 2 RANGE 1

3 5 2 1 4 2
DREDGE DREDGE
1 2 3 4 5 6
FEWEST VILLAINS ON
RESTING ACTIVE MOST WOUNDS LEAST FATIGUE LOWEST RESERVE
HERO SPACE

1 2 1
2 3 1
RANGE 1 RANGE 2 RANGE 2 MELEE 1 MELEE 1 MELEE 2
3 1 4 2 5 5
DREDGE DREDGE
7 8 9 10 11 12
CLOSEST TO A HERO MOST VILLAINS ON
FEWEST WOUNDS HIGHEST RESERVE MOST FATIGUE RESTING
OBJECTIVE HERO SPACE

1 2 1 2 3 2
2 2 3 2 1 1
RANGE 1 RANGE 2 MELEE 2 MELEE 1 MELEE 2 RANGE 2

3 1 4 2 5 3
DREDGE DREDGE
13 14 15 16 17 18
FEWEST HEROES ON MOST HEROES IN HERO
MOST WOUNDS MOST FATIGUE LOWEST RESERVE LEAST FATIGUE
HERO SPACE SPACE

1 2 1 2 3 2
1 3 3 2 1 1
MELEE 1 MELEE 2 MELEE 1 RANGE 1 MELEE 2 RANGE 1

3 5 2 1 4 2
DREDGE DREDGE
19 20 21 22 23 24
CLOSEST TO A HERO CLOSEST TO A VILLAIN
RESTING ACTIVE MOST WOUNDS LOWEST RESERVE
OBJECTIVE OBJECTIVE

1 2 1
1 2 1 2 3 3
RANGE
1 RANGE
2 RANGE
2 MELEE
1 MELEE
1 MELEE
2
3 1 2 2 4 5
DREDGE DREDGE
25 26 27 28 29 30
CLOSEST TO A HERO
LEAST WOUNDS HIGHEST RESERVE MOST FATIGUE ACTIVE RESTING
OBJECTIVE

1 2 1 3 3 2
2 3 3 2 1 1
RANGE 1 RANGE 1 MELEE 2 MELEE 1 MELEE 2 RANGE 1

3 1 4 4 4 3
DREDGE DREDGE
31 32 33 34 35 36

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